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Trickster Sweat and Other Material Concerns
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<blockquote data-quote="Blue" data-source="post: 7486299" data-attributes="member: 20564"><p>As a DM, my approach would be a bit orthogonal - I wouldn't give a player an ability that could not be used for a large number of sessions in this manner.</p><p></p><p>In other words, one of the dirt poor towns would have a bronze brazier - perhaps they need to win it in a drinking contest. The rest I'd let them find / buy - at a cost in terms of how much progress they are making on their trek. (Slowdowns to have the ranger hunt up herbs, detours to go to areas with some specific ones. Charcoal is easy - it's not coal, it's burnt wood. Maybe they need to spend a day "purifying" it or whatever to justify whatever you'd spend 10gp on.</p><p></p><p>From a design space, a martial component is a way to disarm a caster much like other characters can be disarmed. Expensive material components are supposed to be a limit on the amount of castings as well.</p><p></p><p>I have no qualms with characters expending resources (time, add'l risk from beasts) vs. a shop transaction that has the same result.</p><p></p><p>And there's nothing saying I'll give multiple castings - they might get one, get the <strong>1 HP</strong> familiar, and be <em>really careful</em> with it until they can get to a place to purchase more material components.</p></blockquote><p></p>
[QUOTE="Blue, post: 7486299, member: 20564"] As a DM, my approach would be a bit orthogonal - I wouldn't give a player an ability that could not be used for a large number of sessions in this manner. In other words, one of the dirt poor towns would have a bronze brazier - perhaps they need to win it in a drinking contest. The rest I'd let them find / buy - at a cost in terms of how much progress they are making on their trek. (Slowdowns to have the ranger hunt up herbs, detours to go to areas with some specific ones. Charcoal is easy - it's not coal, it's burnt wood. Maybe they need to spend a day "purifying" it or whatever to justify whatever you'd spend 10gp on. From a design space, a martial component is a way to disarm a caster much like other characters can be disarmed. Expensive material components are supposed to be a limit on the amount of castings as well. I have no qualms with characters expending resources (time, add'l risk from beasts) vs. a shop transaction that has the same result. And there's nothing saying I'll give multiple castings - they might get one, get the [B]1 HP[/B] familiar, and be [I]really careful[/I] with it until they can get to a place to purchase more material components. [/QUOTE]
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